Il don't see the need to expose the core either, you can already create a whole dcc by yourself. You can extend the Splice standalone and add as many feature as you want. You can add/derive/modify all the KL objects. You can draw whatever you want in modern opengl and interact with the objects in the viewport. Integrate. c++ libraries and finally customize the ui with QT. What would you like to do by changing the core? Le 12 déc. 2014 06:00, "Thomas Mansencal" <[email protected]> a écrit :
> Excellent! I'm not a rigger but my friends rigger are now aware :) > > On Fri Dec 12 2014 at 10:31:36 AM Sebastien Sterling < > [email protected]> wrote: > >> >> Hot shit this stuff looks cool, just make a DCC already :P >> >> Na i get why that can't be a priority right now, still all this awsome... >> >> We are hungry for more i'm sure :) so congrats to all and to you Paul. >> >> >> >> On 12 December 2014 at 08:23, Nicolas Esposito <[email protected]> wrote: >>> >>> Great job guys! >>> >>> I'm very interested especially regarding the DeltaMush modifier, looks >>> fantastic! >>> >>> Very interesting is the Blendshapes rig...about that I'm thinking that >>> the debugging of the blendshape could be used for realtime deformation ( >>> displacement or wrinkle maps ) that triggers automatically ( ala Facerobot >>> but much quicker ). >>> >>> I'm still not familiar with Fabric Engine so pardon my questions but: >>> - Regarding the captain atom rig, if I understood correctly you are able >>> via Alembic to bake all the deformation you setup with the Rigging Toolbox >>> and then via script apply those deformation on the source mesh itself, >>> right? so, after I did all the deformations I want I can simply bake those >>> deformations with a script and then export the rig itself in FBX and those >>> deformations are baked in, right? >>> >>> - Same question, but related to tge blendshape rig...at 22.10 the >>> locator is described as a container which holds the geometry, but there's >>> no actual geometry in the scene...in this case how the export in FBX would >>> work? >>> >>> Cheers guys, this looks awesome! >>> >>> 2014-12-12 3:46 GMT+01:00 Paul Doyle <[email protected]>: >>>> >>>> Hi Guy - no, we're not planning to open-source the core. Thanks for the >>>> analysis of our client base and users ;) >>>> >>>> Paul >>>> >>>> On 11 December 2014 at 21:28, Guy Rabiller <[email protected]> >>>> wrote: >>>>> >>>>> >>>>> Hi Paul, >>>>> >>>>> Still no plan to make the Core open sourced (perhaps dual licensed ala >>>>> Oracle) and available to open sourced projects ? >>>>> >>>>> I see you are now in need for more users/clients, perhaps this could >>>>> be the right time ? >>>>> >>>>> Cheers, >>>>> Guy. >>>>> -- >>>>> >>>>> guy rabiller | radfac founder | raa.tel >>>>> >>>>> >>>>> On 11/12/14 22:48, Paul Doyle wrote: >>>>> >>>>> (X-Post from 3DPro) >>>>> >>>>> Hi everyone - something that has come up a few times with customers >>>>> has been 'can you give us some sample deformers written in KL for us to >>>>> get >>>>> started?'. The Rigging Toolbox is our pass at doing just that: a public >>>>> repo where people can see how we've approached things like delta mush (is >>>>> it too late to be considered part of the DM hype train?) and contribute >>>>> back their own work if they want to. >>>>> >>>>> video here: https://vimeo.com/114272905 >>>>> website + link to repo: http://fabricengine.com/rigging-toolbox/ >>>>> >>>>> "The Rigging Toolbox provides a collection of production relevant >>>>> tools that can be used when building character pipelines using Fabric >>>>> Engine. These tools can be used as is, or purely as reference as you build >>>>> your own implementations. Recently we have added a suite of deformers and >>>>> are now working on leveraging our GPU compute capabilities with these >>>>> deformers." >>>>> >>>>> The rigging toolbox works in Maya, Max and Softimage with our Splice >>>>> plugin, so this all has the usual Fabric benefits of encapsulation and >>>>> portability. As we move to visual programming next year, this work will >>>>> all >>>>> be compatible there as well. >>>>> >>>>> Last infomercial piece: http://fabricengine.com/get-fabric/ Fabric >>>>> is free for individuals and we're giving 50 free licenses to studios, >>>>> which >>>>> helps when you're hoping people will contribute to a project like this. >>>>> >>>>> Thanks, >>>>> >>>>> Paul >>>>> >>>>> >>>>>

